Searched refs:texturesCount (Results 1 - 5 of 5) sorted by relevance

/frameworks/rs/
H A DrsProgram.cpp38 mHal.state.texturesCount++;
42 mTextures = new ObjectBaseRef<Allocation>[mHal.state.texturesCount];
43 mSamplers = new ObjectBaseRef<Sampler>[mHal.state.texturesCount];
48 mHal.state.textures = new Allocation*[mHal.state.texturesCount];
49 mHal.state.samplers = new Sampler*[mHal.state.texturesCount];
50 mHal.state.textureTargets = new RsTextureTarget[mHal.state.texturesCount];
104 mHal.state.texturesCount = 0;
118 for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) {
138 mHal.state.texturesCount = 0;
182 if (slot >= mHal.state.texturesCount) {
[all...]
H A DrsProgram.h45 uint32_t texturesCount; member in struct:android::renderscript::Program::Hal::State
H A DrsProgramFragment.cpp69 for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) {
/frameworks/rs/driver/
H A DrsdProgram.cpp48 for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
H A DrsdShader.cpp81 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
131 for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
193 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
462 if (mRSProgram->mHal.state.texturesCount == 0) {
468 uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
472 mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
585 mUniformCount += mRSProgram->mHal.state.texturesCount;
595 mTextureCount = mRSProgram->mHal.state.texturesCount;

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